Does GetWorkingForPlayer check to see if they have worked for them, or are currently a henchman? It seems looking at it like that's going to return FALSE any time the GetDidDie would return TRUE, and vice versa, in any situation.
Edit: Okay, I looked at the include, and that's just a variable switch for both. It looks like GetDidDie can only be checked once though, since it resets itself the moment the check is made. Are you checking it somewhere else before the conversation starts?
int GetDidDie()
{
int oDied = GetLocalInt(OBJECT_SELF, "NW_L_HEN_I_DIED");
if (oDied == 1)
{
SetLocalInt(OBJECT_SELF, "NW_L_HEN_I_DIED", 0);
return TRUE;
}
return FALSE;
}
Modifié par Failed.Bard, 18 juillet 2012 - 10:21 .